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<title>Default Abilities</title>
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<h3>Default Abilities</h3>
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<a name="deadeyes"></a><b>Dead-Eyes</b> - Allows you to see spooks and projected entities at any time as a passive ability. Also you can sense how much Vitality remains in an entity by rolling Perception + Permanent Vitality (difficulty 6). Dead-Eyes does not allow you to see spooks that are inhabiting an object or possessing a person; they are &ldquo;invisible&rdquo; unless they choose to reveal themselves.
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<a name="incorporealinvisible"></a><b>Incorporeal &amp; Invisible</b> - Spending 1 point of Vitality allows you to pass through physical objects at will for an <i>entire</i> scene. Otherwise, anything that passes through your gauze will bleed off 1 point of Vitality per turn. This will continue to happen until you spend 1 point of Vitality to become insubstantial.
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<a name="manifest"></a><b>Manifest</b> - All Agents can spend Vitality to manifest to the living world. The amount of Vitality spent determines the degree of interaction possible. Current Vitality determines how alive you appear:<br />
8 - vibrant and warm to the touch<br />
7 - fully human<br />
6 and below - appearance of signs of death.<br />
Fully Manifested you can affect ghosts and humans equally.<br />
For more information, see <a href="manifestation.html">Manifestation Forms</a>
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<a name="detectnaturegroup"></a><b>Detect Nature Group</b> - You can sense the <a href="natures.html">Nature grouping</a> of a spook or mortal. When in the target's presence, spend 1 point of Vitality to get a rough estimate of their Nature. There is no roll required. You can not guess their <i>exact</i> Nature, only their Nature group, unless they share your own <i>exact</i> Nature.
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<a name="miserylovescompany"></a><b>Misery Loves Company</b> - You can spend 1 point of Vitality to empathize with a ghost in your same Nature group. Connecting in this way gives you +2 dice on all social rolls involving that ghost. Connecting to a ghost of your <i>exact</i> Nature gives you +4 dice.
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<a name="senselifeline"></a><b>Sense Lifeline</b> - Spending 1 Vitality point lets you gain information about a ghost's tethers (objects they loved or deeds they want fulfilled). You get a clairvoyant flash relating to each of the ghost's tethers, which will aid you in releasing it.<br />
Note: you must be in the same Nature Group as the target ghost to use this ability.
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<a name="severthestrand"></a><b>Sever the Strand</b> - Infusing a ghost (of your Nature group) with the knowledge that one of its tethers has been resolved requires the expenditure of 10 Vitality points. This also reaises the target host's Vitality <i>rating</i> by 1 (to a maximum of 5), grants you 10 points of Vitality, and may reduce your Spite points by 1-5 (ST discretion). Liberating a ghost, by severing its final tether, allows you to lose 1 permanent Spite rating or gain 1 permanent Vitality (ST discretion).<br />
Note: This is a process, not an instantaneous action, and requires roleplaying with the ghost being affected and previous use of <a href="#senselifeline">Sense Lifeline</a> to discover a ghost's tether.
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<a name="thievery"></a><b>Thievery</b> - You can steal Vitality from a ghost in your Nature group. You have to touch the target and then succeed in a <i>contested</i> Willpower roll (difficulty 6). Each success over the target's allows you to drain 1 point of Vitality. This is a vile act and every time Thievery is used you must roll your Spite <i>rating</i> (difficulty 6). Each success earns another point of Spite.
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